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Showing content with the highest reputation on 2022-07-04 in all areas

  1. I mean I keep promoting mods I keep retweeting when people tag me, we have mod.io and moddb, I talk about mods at events, I even showed @maroder 's new UI at the Japan Tours Festival. My issue right now is I'm maintaining too many of them. Warcraft Themed one, starcraft, wwII, american civil war, MLP etc...
    4 points
  2. Hi everyone, I've created over 2000 tracks of original music and sound effects that you are welcome to freely use in your games and projects. All I ask is to be attributed as described on my website: soundimage.org/ I sincerely hope some of my tracks are helpful. Enjoy! :-)
    2 points
  3. I would support some way of upgrading spartan hoplites or some kind of training aura for surrounding units, but I don’t agree with the “young Spartans” system. It seems overly complicated for the gameplay benefit it might deliver. I think this system is straying from the scope of 0ad and I think there are simpler and more elegant ways to incorporate Spartiates’ social and military roles into Sparta as a 0ad civ.
    2 points
  4. Buenos días o tardes. -Tupíes (creados también por @Lopess) Edificios Tupíes; almacén tupí barracas tupíes casa tupí centro cívico tupí colonia marina fortaleza tupí maravilla tupí mercado tupí murallas tupíes puerto tupí templo tupí torre centinela tupí Catálogo de edificios Tupíes; @Trinketos @Lion.Kanzen @wackyserious @wowgetoffyourcellphone @Stan` @Ultimate Aurelian @Genava55 @Gurken Khan @LetswaveaBook @asterix Disculpen las molestias*
    2 points
  5. I've wanted to do this for a while now
    2 points
  6. A few things, the texture density on separate parts of the roof are different on the right model, which looks unnatural, there was some consideration for the ridges of the roof on the left that is lacking on the right. the left model also uses parallax maps which let it interact more convincingly with the light source
    2 points
  7. That's what I told Stan, that we should promote mods or modding.
    2 points
  8. I'll take it from here. There are a couple of other minor fixes I'd like to make, if you'd indulge me.
    2 points
  9. Introducing God's Eye. I've been working on this mod for about just 48hrs now. Not so lone but due to the pace I'm moving, I am almost done with beta version .0.01 and I'm looking for testers who will use the mod, discover bugs and add it to the known issues so that i can get it patched and release the entire mod to everyone as soon as possible. Don't hesitate to inbox me if you are willing to help build up this mod or have any interesting feature you would like to request. My arms are opened!, Request a feature or suggest and it will be added as soon as I can. PM me if you would like to test the ------------------------------------------------------------------------------------------------------------------------------------------------------ God's Eye was created in attempt to bring back our favorite mod of all time, Fgod mod - by @ffffffff This mod is inspired by FGOD Mod, part of the code may be from the original fgod mod made by @ffffffff , all rights reserved. -------------------------------------------------------------------------------------------------------------------------------------------------------- v0.0.1 updated: v0.0.2 (6/30/2022) updated: v0.0.3 (7/02/2022) updated: v0.0.4 (7/03/2022) - reduced file size and cleanup updated: v0.0.6 (7/03/2022) - reduced file size and cleanup updated: v0.0.7 (9/28/2022) - compatible with a26 Features Overview Auto Login Vision Ally Stats Auto Away Start into lobby Improved UI Design Functions with all mod Network warnings Late Observer Joins Auto Share Resources Among Teammates When You Resign A Team Game Fight Ratio Calculator Lobby Notification from in-game New music added Sound on message sent added New chat notification sound added Ping players to ready during game setup Ping players to join your game from lobby Added easy team numbers to easily set your hosts to 1v1, 2v2, 4v4 , ffa , etc. Added smurf highlighter - Highlight smurf in the game easily with a single button Added buddies sorting Known Issues Minor typos ( fixed ) Unclickable chat input Installation guide; 1. Download both mod.json and godeye.zip files ( attached to this post ) 2. Make a new folder and name it godseye in your mods folder 3. Paste the mod.json and godseye.zip file, no need to unzip it 4. After following the above steps, you are good to go! Open the game and you will see it in your mod list Alternatively, you can download it from the game through the mod downloader or visit https://0ad.mod.io/gods-eye-mod?preview=c0076b5082eb4209ca4277950830f43d Mod Folder locations- linux into ~/.local/share/0ad/mods/godseye windows typically: ~\Documents\My Games\0ad\mods\godseye mac: ~/Library/Application\ Support/0ad/mods/godseye New update: v.0.0.6 ( file size reduced ) mod.json godseye.zip New update: v.0.0.6 ( file size reduced ) godseye.zip Main Lobby Page Player List Panel Game List Panel Chat Panel ( Additional Buttons ) God's Eye Settings Page Main PreGame Page
    1 point
  10. I don't know where is a good place to put this thread. But i thought it was a really good discussion to have and I think it will be helpful. Both of these videos I think are extremely helpful for game design and may help to give direction and focus to developers, modders and the project as a whole. Here are some key points: Many players of RTS only play Single player campaigns, and no competitive. For Starcraft 2, this was about an 80%/20% split. Many extremely popular games are extremely moddable: Minecraft, Skyrim, Roblox, Team Fortress, Halo 3. From this, I think that Modding, and sharing and playing mods co/op should be a focus of development. Single player campaigns are great, but this is something which comes after really good modding and mod sharing tools are implemented. Things such as balancing are much easier to do with modding tools, as makers can share their own versions of balancing. Some of these balancing settings could even be chosen from game setup(I'm not sure what to include yet).
    1 point
  11. Aztecs (Mexica), but still interesting:
    1 point
  12. It sounds nice, but that's a lot of extra work for me...
    1 point
  13. Nah, still possible. The example from @Lion.Kanzen also showed plenty of text editing. Make a montage with pseudo editing capturing and examples of what mods we already have. Cavemen, high fantasy, cheat units, medieval...
    1 point
  14. more than all the capacity of the engine. and to modding the game. An example.
    1 point
  15. I'm still hoping for a proper lioness portrait. I don't know if our big cats are up to date anyway. Maybe our doggos (wolves) aren't either, but I care a little less about them.
    1 point
  16. I don't think they were good soldiers. We know for sure that one of the challenges the young spartans had to face during their "training" for being hoplites was the "crypteia/κρυπτεία". They had to go out in the night and find helots, with the only task of killing them and stealing their food. They were literally used as meat for training, and that makes me think of a more or less null and void military preparation among them. An ancient greek historian, Mirone di Priene, even said that the helots "too physically similar to a spartan in strength and vigor" were killed with no hesitation. As far as I remember, but I can't give a precise source, when called to the military duties helots were usually equipped with a pike but without armor (lol). Sometimes they were also slingers, or simply used to bring food to the soldiers in the battlefield. Hope this can help, finally my 5 years of ancient greek classes in high school are showing some utility lmao
    1 point
  17. That's because newer pipelines use PBR. So they have roughness and metallic or roughness and glossiness and no longer specular. Changing this would require redoing all the textures. But it might happen someday. Diffuse would become an albedo, and we'd need to get rid of all the light information Optimization. Instead of having one diffuse, spec and normal texture per model, you have one per civ. And not all of them have AO.
    1 point
  18. The food served consists of raw dead chicken, elephants, deer etc. as well as fish and grain corns. In 2026 rice will be added to the menue. The crafted products are ancient siege engines.
    1 point
  19. You just ask me and we migrate your repo there Some people just like their independance so I don't force them to go on 0 A.D. mods under the council of modders. which I guess isn't really a thing anymore.
    1 point
  20. @Pemulis i understand how frustrating this is, i myself personally talked to this guy called Frinsong and he made it clear he was having an argument with one other Islamic guy in the game but the guy suddenly disappeared. Well, i told him if he continue this he might get banned and he promised "yesterday" is his last time. He won't do it again. Hopefully he don't repeat.
    1 point
  21. We neeeeeed buildings :-)
    1 point
  22. You can take all the stuff under generic / that's what it's intended for. I wanted to make a generic civ along with the polish and teutonic. But I lacked inspiration.
    1 point
  23. most of the work, for what I get now, is on the engine. modding support is pros-and-cons, but where the game is really lacking for me is spectacularity, among the three points that first video elists. by the way, those were good points, I also liked the videos on game design by the general gentlemen, that were posted by @Lion.Kanzen some time ago.
    1 point
  24. It should all(TM) be fixed now. (At least in SVN.)
    1 point
  25. Thanks, @wowgetoffyourcellphone, I guess I didn't recheck the last patch good enough,,, ;(
    1 point
  26. Look at games like Minecraft and Skyrim. Even games like Dota which came from the modding community. If we can make the game so it's tremendous fun to mod, you could have an influx of user created "Hyrule" and similar. Anyone with the right assets can make their own game. I think the Engine itself could use more mechanics(old ones like stealth, attack ground, formations) and game performance(Level of Detail etc). If the options are there, the modders will work out what to do, and the community will vote with their play time. This engine layer would be one that people do not mod(much), or will be more difficult to mod. But templates and art are much easier and safer to integrate and version and pass around.
    1 point
  27. I will likely name the mod as XIII Century AD (Somehow similar to Bigtiger's but mine will be have a more generic feel) For an instance I am naming my first faction as Westerners (code: west), to somehow represent the Western Europeans at the time of the 13th Century. Then the Easterners (Eastern European) Southerners? (Southern European) I am not quite sure what word to use to refer to the Islamic faction.
    1 point
  28. I really think that if modding tools are great, and the engine is developed more, then the mod community have the potential to bring tons of casual players to the game. The other things related to game success are about things which a good mod could fix. So mod sharing focus is key imo.
    1 point
  29. Perhaps: Agoge unlocks a tech pair: Pankration vs. Krypteia. Pankration adds health, while Krypteia adds attack speed. Must choose.
    1 point
  30. Export them again from Blender, only leaving the place where you want the height of the earth to be at the same height as the axes. Tip: after that click on Ctrl + a and select the option "All Transforms".
    1 point
  31. 1 point
  32. We could try to dig deeper into Mohamad's psyche, or compare it with other contemporary marriages... But actually I just wanna see a Latin speaking mob in action! Latin speakers of the world! Unite! Go after this guy!
    1 point
  33. Hello guys, so i wanted to add a functionality to my mod , where a sound will be played when a user send a message in the chat field. I noticed when i used the " sound_pressed" function one the send button it worked <object name="chatSubmit" size="100%-72 100%-26 100%-4 100%-4" sound_pressed="audio/interface/ui/Ugggsentmessage.ogg" type="button" style="StoneButton"> <translatableAttribute id="caption">Send</translatableAttribute> </object> when i click on the send button, the sound it triggered as expected but i want to ask how about playing the sound when user press the "ENTER" or "RETURN" button? i tried adding a function called onEnter in style.xml, didn't work too i attached a screen record 2137271213_0A.D.2022-07-0218-55-31.mp4
    1 point
  34. @Stan`, how do I achieve this then? When user press Enter the sound should be triggered too, is there any event handler that covers that. Any suggestions or best practice?
    1 point
  35. Carthage is not in Europe, its in Africa ;-)
    1 point
  36. @ffffffff is this your alt account or a fan? xd. Looks like a useful mod @rossenburg props
    1 point
  37. There is no critical damage feature but it could be added by modding attack.js.
    1 point
  38. No thanks, heroes have to much health as is. Be more creative.
    1 point
  39. Obviously because the devs messed up. And obviously not because no-one proposed patches for them as "the devs" are usually not the ones with balancing knowledge. Sorry, but I feel mentioned every time someone says "the devs".
    1 point
  40. 1 point
  41. tested and worked on both a26 ( but haven't yet test in the a26 lobby ) and a25
    1 point
  42. why cut the cables instead of removing them? or are they screwed in or glued in or something? why would anyone do that? probably accidental removal prevention.
    1 point
  43. The consensus is to change the Persian wonder to the Throne Hall of Darius (the "Apadana"). We'd change the current "Apadana" structure to the "Tachara" (Winter Palace). We can then use the Hanging Gardens of Babylon, Mausoleum of Halicarnassus, et al. for a new Capture the Wonder game type.
    1 point
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